Joshua Levi

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Ars Magica: Nova Semitae Saga
ArM5LogoColor.jpg
GM
Mark
Game Start
Anno Domini MCCXX, hiems
A.D. 1220, winter
5 Neanne 1, Hiems
Game Year
Anno Domini MCCXXXI, hiems
A.D. 1231, winter
2 Aulus 2, Autumnus
Magi of Nova Semitae
Geoffroy de Dreux of Jerbiton
Joshua Levi of Verditius
Magni of Flambeau
Obscurus Ignis of Flambeau
NPC Magi
Aulus · Neanne · Fr. Thomas
Apprentices
Aline · Ysabelo
Companions
Lady Angharad ferch Madog, Princess of Powys Fadog
Ritter Sigmund, German ex-Crusader
Sir Daniele d'Audrieu, Norman merchant
Sir William Cornwell, English ex-Crusader
Other Characters
Covenfolk · Agents
The Redcaps · Notable NPCs
Chart of Languages Spoken
Notable Animals
Guests
Hortense of House Bonisagus
Siwan, Lady of Wales
The Covenant
Hermetic
Covenant Charter · Membership Record
Record of Offices · Covenant Service
Council Voting Records · Hermetic Politics
Stonehenge Tribunal
Mundane
Mundane Geography · Mundane Politics
Village of Melverley · Melverley Castle
Village Laws · Village Rumors
Medieval Farming
Covenant Resources
Covenant Library · Varana's Tomb
Hospital · Hospital Library
Vis Sources and Stores
Covenant Magical Items · Mundane Wealth
Classes and Training
Covenant Mechanics
Other
Ars Magica House Rules
Ars Magica Expanded Notes
Campaign Log · Loose Ends
Ars Magica PC Reference
Player Resources (PDFs)
Experience Point Worksheet
Character Sheet (Variant 1)
Character Sheet (Variant 2)
Experience Point Chart
JoshuaLevi.jpg
Joshua was born into a family of Jewish artisans in the holy city of Jerusalem as their second son. He presented as a shy young child, one who was content to play alone with marbles and stones instead of joining the others. As he grew older, however, it became more clear that it was his peers were shying away from him more and more, finding something unnerving in his presence. Word of the strange young boy made it back to the local Covenant, who recognized the tell-tale signs of the Gift beginning to manifest. Shortly after Joshua passed his eighth birthday, a charming man equipped with exquisite examples of silver and gems presented himself as a jeweler in search of an apprentice and offered to take the young boy on. His family quickly agreed, perhaps more quickly then they would like to have admitted, and Joshua found himself transported to the strange and wondrous world of the Magi.

Once in the Covenant, Joshua discovered that the man who had collected him was indeed the jeweler, but would not be his true master. Instead, the Verditius Magna Qanar took Joshua under her wing, though she initially taught him only enough to introduce him to this strange new world and open his own magical abilities before sending him off again to get a base-level education in Latin, Arts Libralis and Philosophie. It was in these early classes that he first met his future wife Ruth, who was suffering through the same instruction as she started her path to becoming a scribe. As the only two in the class who natively spoke Hebrew, the two worked together often - though their budding friendship was strained by Joshua's gift.

As he continued his studies, Joshua initially kept in fair contact with his family. However, the strangeness of the tales and demands of his studies caused the contact to grow more infrequent in time until they came effectively to an end a year after his bar mitzvah. His relationship with Ruth, however, continued to blossom. Somehow he found time to court her amidst his studies and apprenticeship, and she reciprocated despite the repulsion she knew was generated by his Gift. Recognizing the love, and knowing how hard it could be for a mage to find companionship, Qanar encouraged their relationship.

Ruth and Joshua married in 1216, at the age of 20. A year later, the two welcomed their first child, Sarah, into the world. Joshua somehow managed to balance new fatherhood with study and successfully passed his Gauntlet three years later, virtually concurrent with the birth of their second child, Issac. No longer tied by the bonds of apprenticeship, Joshua and Ruth began discussing future plans. Fate intervened, however, when Joshua found himself swept up in a scuffle during a routine vis extraction. Before he could mount any real reaction to the events around him, his possessions (including his casting tools) were taken from him and he was thrown in a prison. Fate's call, however, was to have him tossed in a cell alongside the weathered and long-wandering crusader Sir William.

Combining martial skill with arcane abilities, the pair affected their escape and made their way back to the Covenant. While she was glad Joshua had made it back, Qanar expressed some concerns about the explosive and public nature of their escape and its inevitable defense at an already politically fraught tribunal. Realizing he needed to move up his timetable, Joshua gathered up his family and took William up on his offer to travel with him back to England (which seemed as far away from the Levant Tribunal as possible) and look into the town with strange towers the crusader had told stories of.

Vitals

Name: Joshua of Verditius
Formal Name: Lesus filius Luna scholae Verditii ab Hierosolyma House verditius symbol.jpg
Mundane Name Joshua Bar Levi
Race/Nationality: Jewish
Place of Origin: Neve Ilan Covenent
Birthdate / Apparent Age: August 29, 1196 / 34
Known Specialties: Enchantments.
Apprentices: None
Family Ruth (wife)
Sarah, Issac & Alter (Children)

Character Sheet

Characteristics

Intelligence +3 Presence -1
Perception +1 Communication +2
Strength -1 Dexterity +0
Stamina -1 Luck +0

Virtues & Flaws

Virtues

Hermetic Magus (Free)
The Gift (Free)
Verditius Magic (Free)
Flexible Formulaic Magic
Adept Laboratory Student
Good Teacher
Book Learner
Pussant (Craft: Lapidary)
Affinity with (Craft: Lapidary)

Flaws

Weak Spontaneous Magic
Difficult Spontaneous Magic
True Love (NPC - Wife)
Dependents (Children)

Skills

Active Skills

Skill Specialty Score XP
Awareness (Examination) 2 15
Concentration (Lab Work) 1 5
Craft (Lapidary) (Flaws) 4+2 60 (40)
Craft (Metalsmith) (Silver) 2 15
Profession (Scribe) (Arcane) 1 7
Teaching (Magic Theory) 2 17

Social Skills

Skill Specialty Score XP
Charm (Witty) 2 18
Etiquette (Nobility) 1 5
Intrigue (Allies) 2 15
Folk Kin (Nobility) 3 30

Arcane Skills

Skill Specialty Score XP
Magic Theory (Enchanting Items) 4 62
Finesse ( ) 0 0
Parma Magica (Terram) 1 5
Penetration (Terram) 1 5

Academic Skills

Skill Specialty Score XP
Artes Liberales (Logic) 3 30
Philosophiae (Verditius Runes) 3 32
Rabbinical Law (Penance) 1 5
Theology (Jewish) (Torah) 1 5

Lore

Skill Specialty Score XP
Area Lore (Melverley) (Personalities) 2 15
Area Lore (Jeruselem) (Jewish Areas) 2 15
Organization Lore (Verditius) (History) 1 5
Organization Lore (The Order) (Politics) 1 5
Code of Hermes (Tribunal Procedures) 1 5
Faerie Lore (Water Faeries) 1 10
Magic Lore (Magical Traditions) 2 15

Language Skills

Skill Specialty Score XP
Literate Hebrew (Vocabulary) 5 75
Literate Latin (Hermetic) 4 50
Literate Arabic (Merchant) 4 50
Speak English (Trade) 2 19
Speak Welsh (Trade) 2 18

Mundane Qualities

Description

Known Languages

Language Dialect Specialization Score Fluency
Middle Hebrew Jerusalem Conversational 5 Fluent
Arabic Palistinian Merchent 4 Functional
Latin Hermetic Latin Hermetic Terms 4 Functional
English Middle English Merchent 2 Halting
Welsh Powys Wenwynwyn Merchent 2 Halting

Personality Traits

-?-

Reputation

None

Magical Abilities, Equipment

Arts

Creo 8 (44) Animal 3 (6) Ignem 2 (3)
Intellego 7 (28) Aquam 2 (3) Imaginem 2 (3)
Muto 11 (66) Auram 2 (4) Mentem 3 (6)
Perdo 10 (55) Corpus 10 (55) Terram 4 (10)
Rego 10 (55) Herbam 2 (5) Vim 4 (12)

Spells

Creo

Herbem
Conjure the Sturdy Vine
(CrHe 5; Voice; Sun; Individual; Cast: +10; Mastery: 0)
Tool: Minature vine carved from moss agate
Grows a 10 paces vine from a moderate quantity of wood, or from fertile soil. The vine is extremely strong and pliable, suitable for use as a rope.

Intellego

Auram
Whispering Winds
(InAu 15; Sight; Concentration; Individual; Cast: +9(14) Mastery: 0)
Tool: Silver ear clip (earring) he puts on as part of the casting.
The winds bear their tidings to Joshua's ears, allowing him to hear the words spoken by any group of people within his line of sight, provided no solid barrier (including glass) intervenes. Joshua was taught this spell because it is an adaptation of an effect known to Bjornaer the Founder, and his pater considered it vital to the understanding of magical theory, despite (or perhaps because of) how poorly it fits into the normal framework of Hermetic magic.

Vim
Sense the Nature of Vis
(InVm 5; Touch; Momentary; Individual; Cast: +10(12); Mastery: 0(2))
Tool: A small, highly reflective silver disc.
Joshua can tell what Art a supply of raw vis is connected to. To him, the vis appears to glow with an aura that is appropriate to the Technique or Form that the vis is associated with. Some of the colors are very similar but are easy to distinguish if the item is held steadily and studied for a few seconds. This spell was considered one of the essential spells for a Verditius by his pater.

Muto

Animal
Wizard's Wool Cloak
(MuAn 10; Personal; Sun; Individual; Cast: +13(17); Mastery: 0(2) )
Tool: A silver and rock crystal brooch, with a shield-like design
An item made of animal material (silk, wool or leather) worn by the Magnus is changed so it cannot be cut or penetrated. A simple cloth doublet becomes the equivalent of armor with no Load and a +3 Soak bonus. The magic does not make the armor better at absorbing shock, so this +3 bonus is the limit that can be bestowed without changing the material into something completely different. Its effect may not apply to purely blunt weapons. Joshua's pater considered this to be an essential self-defense spell.

Aquam
Spring's Treat
(MuAq 5; Req Ignam; Touch; Diameter; Individual; Cast: +12(16); Mastery: 0)
Tool: A small piece of jade, carved into the shape of half a lemon.
Turns the water in a pitcher or decanter into chilled lemonade. This spell was an original invention of Joshua's made as part of his final years as an apprentice. He chose lemonade based on Ruth's preferences.

Imaginem
Taste of the Spices and Herbs
(MuIm 5; Touch; Sun; Individual; Cast: +12; Mastery: 0)
Tool: A cube of rock salt, with leaves and roots carved into the faces.
A setting's worth of food or drink tastes and smells exactly as you designate. Of all of his spells, this is the one Joshua has spent the most time experimenting with, casting it with shorter durations or expanding the spell to cover an entire table's worth of settings. Because of kids.

Mentem
Recollection of Memories Never Quite Lived
(MuMe 4; Eye; Sun; Individual; Cast: +11(13); Mastery: 0)
Tool: A rhodocrosite with an open eye carved into one side, and closed eye on the other.
Changes the target's memory of details into a similar, though different, memory. The target is no more sure of this manufactured memory then of the authentic one, so he may discover strange fabrications to be false.

Terram
Crystal Dart
(MuTe 10; Voice; Momentary; Individual; Cast +14(18); Mastery: 0(1))
"Tool:" A small granite dart with electrum wings.
A 10-inch crystal dart rises from the ground at Joshua's feet, floats into the air, and speeds off like an arrow at a target that is within range. It does +10 damage and always hits its target (although it must penetrate Magic Resistance to have any real effect.) This is Joshua's only real offensive magic spell.

Supple Iron and Rigid Rope
(MuTe 10; Touch; Sun; Individual; Cast +14(18); Mastery: 0)
Tool: Minature coil-of-rope token made from electrum.
Makes a flexible object stiff or a stiff object flexible. Casting requisites of Forms appropriate to the material affected are required. This is one of the spell's Joshua used to break out of the Crusader's prison, though he has subsequently created a more resonate casting tool.

Perdo

Aquem
Comfort of the Drenched Traveler
(PeAq 5; Touch; Momentary; Individual; "Cast:" +5(9); Mastery: 0(1))
Tool:" Droplet carved from jade.
Dries a person and his or her clothes. Though of limited utility when he was in the Holy Lands, Joshua has found this to be an invaluable spell traveling to England in the autumn.

Ignam
Summer's Respite
(PeIg 15; Touch; Sun; Room; Cast:" +5(8))
Tool: Small brass casting of a fan.
Reduces the ambient temperature in a room to a comfortable, if slightly chilly level. A very popular spell in the desert regions, Joshua would often cast it despite its typically fatiguing nature. Has found much more limited use in the British Isles.

Mentem
Lay to Rest the Haunting Spirit
(PeMe 6; Voice; Momentary; Individual; Cast: +13(17); Mastery: 1)
Tool: A smooth black onyx token with a white center. If this spell penetrates the resistance of a ghost or similar spirit, it loses 6 points from it's Might. If this reduces the spirit's Might to zero, it vanishes.

Terram
Fist of Shattering
(PeTe 10; Voice; Momentary; Individual; Cast: +8(11); Mastery: 1)
Tool: A piece of granite carved into a fist. Somewhat crude as he carved it while imprisoned. An object of stone or weaker material up to a pace across breaks apart. The appropriate Form for the target is a casting requisite. This was the other spell Joshua utilized to make his escape from the Crusader prison, and he still retains his casting tool from then.

Rego

Corpus
Curse of the Unruly Tonge
(ReCo 5; Voice; Concentration; Individual; Cast: +14(19); Mastery: 0)
Tool: An iron nail. Has to be magnetized on occasion.
Causes the target to stutter and slur words. Communication rolls are at -3. Spoken spells are at -6 to the spellcasting roll, and there is an extra botch die. Joshua has been known to utilize a variation of this spell with a "Sun" duration.

Terram
The Unseen Porter
(ReTe 10; Voice; Concentration; Individual; Cast +12(16); Mastery: 0)
Tool: A small iron figurine. Has to be remagnetized on occasion.
Slowly moves a non-living thing that could theoretically be moved by a very strong (Str +5), person. The heavier the object, the slower it moves. It cannot move objects more than 6 feet off the ground, nor can it move a living object. If delicacy is required, high Finesse stress rolls (12+) are needed. Casting requisites appropriate to the target are required.

Magical Enchantments

None

Warping

None

Laboratory and Sanctum

Laboratory

Joshua and his family live in the first two floors of the North tower (lapis lazuli).

See Laboratory Qualities for an explanation of the stats.

Current Qualities

Size +0 Refinement +0 General Quality +0 Upkeep +0
Safety +0 Warping +0 Health +1 Aesthetics +4

Lab Specialization

Creo 0 Animal 0 Ignem +1
Intellego 0 Aquam 0 Imaginem +1
Muto 0 Auram 0 Mentem +1
Perdo 0 Corpus +1 Terram 0
Rego 0 Herbam 0 Vim +1
Vis Extraction 0 Texts +1 Items 0
Spells 0 Experimentation 0

Contributing Factors

  • Magical Heating: +1 Health, +1 Aesthetics, +1 Ig
  • Magical Lighting: +1 Aesthetics, +1 Texts, +1 Im
  • Superior Construction (from Conjuring the Mystic Tower): +1 Safety, +1 Aesthetics
  • Auspicious Shape: +1 Aesthetics, +1 Vi
  • Person (Sarah): -1 Safety, +1 Corpus, +1 Mentum

Reputations

Undetermined 2 (20xp)

Lab Totals

  • General: Technique + Form + 3 (Intelligance) + 4 (Magic Theory) + 5 (Aura Modifier). <F+T+12>
  • Item Creation: Craft at Technique + Form + 3 (Intelligance) + 5 (Magic Theory) + 5 (Aura) + 5/2 (Craft) + ^5 (Form/Runes). <F+T+23>
  • Vis Extraction: Normally Lab Total 29 Vis Producted: 2 pawns.
  • Learning Texts: Spells up to Technique + Form + 3 (Intelligance) + 4 (Magic Theory) + 5 (Aura Modifier) + 1 (Lab Speciality)+ 6 (Apt Student) in one season.
  • Writing Laboratory Texts: Write 100 levels per season.
  • Copying Laboratory Texts: Write 60-levels per season.

Personal Library

Books

None

Translated Texts

None

Unranslated Texts

Spells
Conjure the Sturdy Vine (CrHe 5)
Whispering Winds (InAu 15)
Sense the Nature of Vis (ImVm 5)
Wizard’s Wool Cloak (MuAn 10)
Sprint’s Treat (MuAq 5)
Taste of the Spices and Herbs (MuIm 5)
Recollection of Memories Never Quite Lived (MuMe)
Crystal Dart (MuTe 10)
Supple Iron and Rigid Rope (MuTe 10)
Comfort of the Drenched Traveler (PeAq 5)
Summer’s Respite (PeIg 15)
Lay to Rest the Haunting Spirit (PeMe 6)
Fist of Shattering (PeTe 10)
Curse of the Unruly Tongue (ReCo 5)
The Unseen Porter (ReTe 10)
Wizard's Communion (MuVi 20)

Enchantments
Arcane Scales: Magical Weight (InVm 5+10)
Arcane Scales: Magical Type (InVm 5+10)

Personal Vis

  • 5 Pawns of Creo vis
  • 5 Pawns of Intelligo
  • 3 Pawns of Rego vis
  • 3 Pawns of Corpus vis
  • 5 Pawns of Intelligo vis
  • 12 Pawns of Ignam vis

Peculiar Materials

  • Heartwood of a Twice-Struck Oak

Mundane Materials

  • 1oz of gold
  • 1 Ruby (Precious)
  • 1 Topaz (Precious)
  • 2 Bloodstone (Semi-Precious)
  • 6oz of workable silver

Companions

Seasonal Activities

1226

Winter: With Obscurus returning to his studies, Joshua turns his attention back to Finis Vitae Sed Non Amoris.
(Study: Perdo +15xp; Correspondence: Corpus +1xp; Language: Middle English +1xp)
Spring: Joshua completes his study for Finis Vitae Sed Non Amoris, and spends some late nights contemplating it.
(Study: +15xp; Correspondence: Corpus +1xp; Language: Welsh +1xp)
Summer: Enjoying writing as an expresson of his thoughts, Joshua imediately composes a Commentry on Finis Vitae Sed Non Amoris. Additionally, he enteres the Elysium via a farie forest.
(Exposure: Profession: Scribe +2 xp; Correspondence: Corpus +1xp; Language: Middle English +1xp)
(Adventure: Farie Lore +5 xp)
Autumn: Somewhat to his surprise, Joshua picks up two commissions at the Magic Fair at the Eternal Flame. Wanting to make both good and quick work of the new projects, he dives into studies on Intelligo with Esse Est Percipi He pulls a couple of late nights to get a full season's study in.
(Study: Intelligo +18 xp; Correspondence: Vim +1xp; Language: Welsh +1xp, Area Lore: Melverley +2xp)

1227

Winter: Now feeling confident enough to begin work on the scales, he starts with crafting and opening the less ornate one for the Red Cap. Little Sarah helps.
(Exposure: Craft: Lapidary +2xp; Correspondence: Vim +1xp; Language: Middle English +1xp)
Spring: Pulling out his old notes from the library, Joshua focuses on investing the spells into the scale
(Exposure: Magic Theory +2xp; Correspondence: Vim +1xp; Language: Welsh +1xp)
Summer: Teaching Marabis Magic Theory, helping him recover.
(Exposure: Teaching +2xp; Correspondence: Vim +1xp; Language: Middle English +1xp)
Autumn: Joshua dives back into crafting work, creating the much more ornate piece for the Magi. Little Sarah helps.
(Exposure: Craft: Lapidary +2 xp; Correspondence: Animal +1xp; Language: Welsh +1xp, Area Lore: Melverley +1xp)

1228

Winter: Referring again to his original notes, Joshua enchants the scales with the requested effects.
(Exposure: Magic Theory +2 xp; Correspondence: Animal +1xp; Language: Middle English +1xp)
Spring: Training under a hired journeyman jeweler.
(Education: Craft(Lapidary) +7 xp; Correspondence: Animal +1xp; Language: Welsh +1xp)
Summer: Training under a hired journeyman jeweler.
(Education: Craft(Lapidary) +7 xp; Correspondence: Herbam +1xp; Language: Middle English +1xp)
Autumn: With both teleportation and an impending longevity ritual on his mind, Joshua begins studying Sanguis et Lacrima
(Study: Corpus +17 xp; Correspondence: Herbam +1xp; Language: Welsh +1xp)

1229

Winter: Called to covenant service, Joshua enchants two Pen of the Unseen Scribe.
(Exposure: Magic Theory +2 xp; Correspondence: Mentum +1xp; Language: Middle English +1xp)
Spring: With both teleportation and an impending longevity ritual on his mind, Joshua begins studying Sanguis et Lacrima.
(Study: Corpus +17 xp; Correspondence: Mentum +1xp; Language: Welsh +1xp)
Summer: With both teleportation and an impending longevity ritual on his mind, Joshua completes studying Sanguis et Lacrima.
(Study: Skill +10 xp (max out); Correspondence: Vim +1xp; Language: Middle English +1xp)
Autumn: Wanting to process all of the knowledge he has now gathered, Joshua takes the season to write the required commentary.
(Exposure: Profession: Scribe +2 xp; Correspondence: Vim +1xp; Language: Welsh +1xp)

1230

Winter: Putting his newly acquired knowledge into practice, Joshua performs his first Longevity Ritual.
(Exposure: Creo +2 xp; Correspondence: Profession: Scribe +1xp; Language: Middle English +1xp)
Spring: More comfortable in his application, Josua creates a second Longevity Ritual for Ruth.
(Exposure: Creo +2 xp; Correspondence: Mentum +1xp; Language: Welsh +1xp)
Summer: Having been reminded of his need to write a book for the library, Johua pens On Hermetic Notation, to aid mundane scribes in accurate copying.
(Exposure: Profession: Scribe +2 xp; Correspondence: Aurum +1xp; Language: Middle English +1xp)
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Autumn: Using Geoffrey's notes, Joshua creates two additional beds for the hospital, as part of convenient service.
(Exposure: Magic Theory +2 xp; Correspondence: Aurum +1xp; Language: Welsh +1xp)